Author Topic: Glestimals  (Read 80197 times)

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
(No subject)
« Reply #25 on: 11 May 2008, 19:10:21 »
Quote from: "paul.illes"
Well, until you specify another license , for this version I'll add a special license file, containing this quoted text (above). Also I will specify you as author of it in the license. You have done a great job, so thank you again! :)

@Zaggy
I don't know if you fixed the wolf model yet? You can just use ctrl-r to add a ring to the legs then remap (all the vertices are pinned) and relink the texture file.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

paul.illes

  • Guest
(No subject)
« Reply #26 on: 11 May 2008, 19:22:14 »
Thanks for the answers! And thanks for the fine choice of license. I prefer CC-BY-SA myself too! I've just added deer, heron and wolf to jcrpg fauna, they look very nice. :)
« Last Edit: 1 January 1970, 00:00:00 by paul.illes »

ZaggyDad

  • Guest
(No subject)
« Reply #27 on: 12 May 2008, 01:02:19 »
Yes, I've fixed it. :)

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

charlieg

  • Guest
(No subject)
« Reply #28 on: 13 May 2008, 02:12:15 »
Don't forget to animate them :D
« Last Edit: 1 January 1970, 00:00:00 by charlieg »

ZaggyDad

  • Guest
(No subject)
« Reply #29 on: 13 May 2008, 21:49:38 »
I am (It's taking a while, though.) .

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

daniel.santos

  • Guest
(No subject)
« Reply #30 on: 14 May 2008, 21:37:48 »
Are you guys using skeletons in the .blend models?  You know I'm a total n00b with that stuff, but I've seen how much of a difference it makes to implement a real skeleton for the models.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
(No subject)
« Reply #31 on: 15 May 2008, 14:06:57 »
I think they use armatures/skeletons in blender, i dont know any other way to do this comfortable so...

I think glest you wont need a skeleton-base animationthing unless you want something like ragdoll or stuff. Morphing and else can be done by the point-interpolation which you nicely extended for useability (thanks again :) ).
Also i think a ragdollsytem will need much more artistic skills, too, as the modell is much more likely to act "weird", means sometimes if i try to make an animation i must give up an idea (like let the man taking a bag over his shoulder from ground) because the model wont look good at some skeleton-situations. Thats why i had to turn the thrall for northmenmod in order to let him pick up the bag.
Same goes for raising weapons over head. Sometimes it looks good sometimes doesnt...
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
(No subject)
« Reply #32 on: 27 May 2008, 14:46:16 »
Glestimals V0.9

This is a new version of glestimals with some new animals:



Download it here:

http://www.mediafire.com/?klznbvjluum

I only have one model left to complete for V1.0 (the fox). Then it will be a case of going through and improving all the skins for possible future versions.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

orion

  • Guest
(No subject)
« Reply #33 on: 27 May 2008, 15:24:26 »
Those really are nice, Wciow. Good work.
« Last Edit: 1 January 1970, 00:00:00 by orion »

ttsmj

  • Guest
(No subject)
« Reply #34 on: 27 May 2008, 15:32:45 »
The artwork is awesome.. :P

At the moment I'm trying it out:
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

hailstone

  • Local Moderator
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
(No subject)
« Reply #35 on: 29 May 2008, 15:18:57 »
Quote
Those really are nice, Wciow. Good work.

I agree
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

ttsmj

  • Guest
(No subject)
« Reply #36 on: 1 June 2008, 09:34:06 »
I have put armatures on the bear and weight painted it
bear-custom.blend
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
(No subject)
« Reply #37 on: 1 June 2008, 17:58:36 »
Thanks ttsmj, I'm pretty useless at animating  :)

Here is a new version of Glestimals.
Changes for this version are:

1 new model, a fish.

Bear now has 3 animations (idle,attack,die)

Wolf has slightly improved mesh and texture.

Texture improvements for:
Hawk
Rabbit
Snake
Deer

Download it here:
http://www.mediafire.com/?jyjnbty8bsd
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

osiris

  • Guest
(No subject)
« Reply #38 on: 4 June 2008, 22:10:20 »
sorry if this is a stupid question, but how do i put glestimals in glest?
« Last Edit: 1 January 1970, 00:00:00 by osiris »

Jamesgamer

  • Guest
(No subject)
« Reply #39 on: 5 June 2008, 02:00:51 »
I don't think they're ready for implementation yet  :D
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

osiris

  • Guest
(No subject)
« Reply #40 on: 5 June 2008, 02:18:52 »
thats a bummer... i wanted to see what it was like with the glestimals in.
« Last Edit: 1 January 1970, 00:00:00 by osiris »

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
(No subject)
« Reply #41 on: 5 June 2008, 11:53:09 »
You can put the Glestimal models in glest but they aren't animated. Also you can't just 'install' Glestimals, you have to write an XML file for the new model.

Once Daniel.Santos puts in some new code for neutral 'whatsits' then Glestimals will be put into the FPM and also be usable in other GAE mods.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

ttsmj

  • Guest
(No subject)
« Reply #42 on: 5 June 2008, 15:49:03 »
Quote from: "osiris"
thats a bummer... i wanted to see what it was like with the glestimals in.


I have replaced the pig model with bear model. That's how i did that screenshot  :)

btw.: pig model is in /techs/magitech/factions/tech/units/pig/models/
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
(No subject)
« Reply #43 on: 12 June 2008, 12:28:43 »
Probabaly the new lua scripting can be used to place "glestimals" in a scenario as new units in the whole level. They will belong to one of the factions( at the moment ), but probably that doesn't matter.
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
(No subject)
« Reply #44 on: 13 June 2008, 13:39:27 »
It might be possible but I'm not sure if you can put neutral units in with Lua script?

I am mainly concentrating on getting more animations done for another release.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

ttsmj

  • Guest
(No subject)
« Reply #45 on: 13 June 2008, 16:51:11 »
Quote from: "titi"
Probabaly the new lua scripting can be used to place "glestimals" in a scenario as new units in the whole level. They will belong to one of the factions( at the moment ), but probably that doesn't matter.


Other RTS usually have another hidden player called "hyperplayer" - it is controlled by cpu and 'own' the animals, trees, mines etc...

BTW, I am making a new texture for the bear... it is almost done!
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

ttsmj

  • Guest
(No subject)
« Reply #46 on: 13 June 2008, 21:17:59 »
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
(No subject)
« Reply #47 on: 15 June 2008, 13:02:54 »
Hi ttmj,
wow i just looked into your file (with my new lappy under xubuntu XD) and i must say, nice setup!! I havent testet it on the model so far but i think its really great work.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
(No subject)
« Reply #48 on: 15 June 2008, 23:49:47 »
Excellent texture :) Definetly an improvement on the old one!  
Can I put this in the next release of Glestimals, with credits of course?
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

ttsmj

  • Guest
(No subject)
« Reply #49 on: 21 June 2008, 08:10:52 »
of course, everything I have made is under CC-BY-SA 2.0
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

 

anything